{"name":"Charmsmith","overview":"As dusk fell, casting long shadows through ancient trees, Chiron stood before his forge at the edge of town. His broad silhouette was illuminated by the forge\u2019s fiery glow, his powerful arms shaping a weapon of molten steel. In his hands, metal and magic converged, giving birth to a sword that shimmered with an ethereal light, its blade etched with runes of ancient power.\r\nBeside Chiron, his latest creation, an autonomous companion whirled softly, and watched its master craft. It resembled a clockwork owl with intricate gears and glowing runes.\r\n\r\nSuddenly, the tranquility of the forestline was shattered by a thunderous roar. From the darkest depths of the Elderglade emerged a monstrous creature, a behemoth of nightmares, its towering form blotting out the moon. Its eyes, like burning coals, seethed with unspeakable rage. Chiron knew this dark fiend intended to crush his home, and kill his neighbors.\r\n\r\nGripping the handle of his newly forged sword, Chiron felt the runes flare to life, their glow intensifying in response to the looming threat. He stepped forward, his figure an unwavering bastion against the encroaching darkness. The sword hummed in his grasp, resonating with the ancient magic of the forest and the unyielding spirit of its smith.\r\n\r\nAt his command, the mechanical owl took flight, its gears whirring as it circled overhead, casting a protective aura around Chiron. The beast charged, its massive form shaking the earth, and Chiron met its fury head-on. With each swing, the sword sang through the air, its enchanted edge cutting through the shadowy hide of the creature. Sparks flew, and magic swirled, as Chiron, the embodiment of his people\u2019s spirit and skill, fought to protect the home he cherished.\r\n\r\nThe mechanical owl swooped down, distracting the beast with a flurry of magical sparks, providing Chiron with crucial openings. Chiron moved with a grace that belied his size, each dodge and weave a dance of survival. He struck with precision, his blade finding the weakness in the creature\u2019s formidable armor. The runes on his sword glowed brighter with each hit, unleashing bursts of magical energy that seared the beast\u2019s flesh. The forest echoed with the clash of steel, the roar of the beast, and the whir of the mechanical companion.\r\n\r\nThe creature, wounded and enraged, unleashed a fearsome onslaught, its jaws snapping and claws swiping with lethal force. Chiron, with the aid of his mechanical ally, parried and struck with relentless fury. In a final, desperate bid, the creature lunged, its maw wide open in a fatal strike.\r\n\r\nWith a roar that matched the beast\u2019s own, Chiron plunged his sword deep into its heart, the runes flaring wildly. At the same moment, the mechanical owl unleashed a burst of magical energy, amplifying the sword\u2019s power. A blinding light engulfed the beast, its form writhing as the enchantments did their work. With a final, ear-splitting howl, the creature collapsed, its dark essence dissolving into the night air.\r\n\r\nChiron stood victorious, his sword still glowing with residual magic, and the mechanical owl perched proudly on his shoulder.\r\n\r\n[h2]To the Charm Forge![\/h2]\r\nIn the heart of the mystic forest city of Elderglade, where the trees whisper ancient secrets and the streams hum with enchanted ore, the Charmsmiths carve out their legacy. Born from a lineage of bearfolk artisans, alchemists, and tinkerers these master craftsmen are the bridge between the tangible and the magical. Their hands, strong yet precise, forge more than mere metal and wood; they weave arcane energies into every hammer strike and seem stitch. In this realm where the mundane dances with the mystical, the Charmsmiths stand as guardians of balance, their creations embodying the harmonious fusion of brawn and sorcery. Each weapon, each trinket, and each contraption is not just a tool, but a testament to their unparalleled skill. As bearfolk legends tell, it is not just what the Charmsmiths create that defines them, but the spirit and intention they infuse into each creation.\r\n\r\n[h2]Order from Form[\/h2]\r\nCharmsmiths are paragons of order, and architects of society\u2019s progress. They embody a steadfast commitment to harmony, law, and the betterment of civilization as a whole.\r\n\r\nTo be a Charmsmith is to embrace a life dedicated to the intricate balance of order and creativity. These individuals operate under a strict moral code, upholding justice, fairness, and altruism in every facet of their lives. Their creations, imbued with the essence of law and goodness, serve as more than just magical tools; they are symbols of the order that Charmsmiths strive to manifest in the world.\r\n\r\nCharmsmiths excel as statesmen, traders, and city planners, seamlessly integrating their skills into the fabric of society. In the halls of power, they are respected diplomats and advisors, their wisdom and foresight shaping policies that foster peace and cooperation. Their inherent understanding of structure and function makes them unparalleled in designing cities where magic and technology coexist in harmonious synergy, enhancing the lives of their inhabitants.\r\n\r\nIn the realm of trade, Charmsmiths are ingenious and ethical merchants. Their gadgets and enchantments are not only marvels of craftsmanship but also tools for ensuring fair and prosperous commerce. They innovate tirelessly, creating devices that improve efficiency, communication, and the overall well-being of their communities.\r\n\r\nBeing a Charmsmith means more than wielding a hammer or chanting an incantation; it is a commitment to the ideals of justice and progress. Through their gadgets, enchantments, and wise counsel, Charmsmiths seek to bring societal development to its peak. They are the quiet guardians of civilization\u2019s growth, ensuring that advancement and morality walk hand in hand. In a world often torn by chaos and conflict, the Charmsmiths stand as beacons of hope, proving that the greatest magic lies in creating a better world for all.\r\n\r\n[h2]The Charmsmith Table[\/h2]\r\n[table][tr][th]Level[\/th][th]Prof. Bonus[\/th][th]Features[\/th][th]Cantrips Known[\/th][th]1st[\/th][th]2nd[\/th][th]3rd[\/th][th]4th[\/th][th]5th[\/th][th]6th[\/th][th]7th[\/th][th]8th[\/th][th]9th[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Craft Specialization, Expansive Mind, Home City[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Duality, Commerce and Logistics[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Dismantle, Temporal Affinity[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Duality, Statesman[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Craft Specialization[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Cerebral Mastery[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Duality, City Planning[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Craft Specialization[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]-[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]-[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Craft Specialization[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Duality, Empire Building[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Craft Specialization[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr][td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]-[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr][td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr][td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Duality, Craft Specialization[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr][\/table]","hit_dice":"1d10","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per Charmsmith level after 1st","armor_proficiencies":"Heavy armor, shields","weapon_proficiencies":"None","tools":"Any one of the artisan\u2019s tools","saving_throws":"Constitution, Wisdom","skills":"Choose two from Arcana, Persuasion, Intimidation, Medicine, Perception, Insight","starting_equipment":"You start with the following items, plus anything provided by your background:\r\n- (a) a shield\r\n- (a) scale mail, (b) leather armor, or (c) chain mail\r\n- (a) a scholar\u2019s pack, (b) a dungeoneer\u2019s pack, or (c) an explorer\u2019s pack\r\n- (a) any one of the artisan\u2019s tools","spellcasting":"[h2]Expansive Mind[\/h2]\r\nCharmsmiths spend years of their lives deep in study and have trained their minds to hold on to every detail. Because of this, they can learn more cantrips and have more spells prepared at once. At 1st level, you know three cantrips of your choice from the Charmsmith spell list. You learn additional Charmsmith cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Charmsmith table. The table also shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of Charmsmith spells that are available for you to cast, choosing from the Charmsmith spell list. When you do so, choose a number of Charmsmith spells equal to your Wisdom modifier times two, plus your Charmsmith level. These spells must be of a level you have spell slots.\r\n\r\n[center][b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier[\/center][center][b]Spell attack modifier [\/b]= your proficiency bonus + your Wisdom modifier[\/center]","class_features":"[h2]Home City[\/h2]\r\nCharmsmiths form deep bonds with their chosen home cities. Choose a city in the setting to be your home city; you may change this city at the Dungeon Master\u2019s discretion.\r\n\r\n[h2]Craft Specialization[\/h2]\r\nAt 1st level, you choose a craft specialization that defines your Charmsmithing style: Auracraft, Gadgeteer, or Contraptionist. Your choice grants you features at 1st level and again at 6th, 10th, 14th, 17th, and 20th levels.\r\n\r\n[h2]Commerce and Logistics[\/h2]\r\nAt 2nd level, all items sold at stores are 10% cheaper for you, and you are able to get 10% more gold when you sell things.\r\n\r\n[h2]Duality[\/h2]\r\nAt 2nd level, you may choose a Crafting Specialization you did not specialize in to gain a few benefits from that specialization. You will gain additional benefits from this selection again at 5th, 9th, 15th, and 20th levels.\r\n\r\n[h3]Auracraft[\/h3]\r\nAt 2nd level, you learn one Novice Soulflare and can have up to two active Soulflares.\r\n\r\nAt 5th level, you learn one Apprentice Soulflare and can have up to three active Soulflares.\r\n\r\nAt 9th level, you learn one Journeyman Soulflare and can have up to four active Soulflares.\r\n\r\nAt 15th level, you learn one Expert Soulflare and can have up to six active Soulflares.\r\n\r\nAt 20th level, you learn one Master Soulflare and can have up to eight active Soulflares.\r\n\r\n[h3]Contraptionist[\/h3]\r\nAt 2nd level, you learn one Contraption Companion blueprint with no upgrades and can have up to one Contraption Companion.\r\n\r\nAt 5th level, you can add one Novice upgrade to your Contraption Companion.\r\n\r\nAt 9th level, you\u00a0can add one Apprentice upgrade to your Contraption Companion.\r\n\r\nAt 15th level, you can add one Journeyman upgrade to your Contraption Companion.\r\n\r\nAt 20th level, you can add one Expert upgrade to your Contraption Companion.\r\n\r\n[h3]Gadgeteer[\/h3]\r\nAt 2nd level, you learn one Gadget blueprint with no upgrades, or learn one Gizmo blueprint and, after finishing a long rest, you can create one Gizmo that you know the blueprint for provided you have the materials and Tinker's Tools to craft it.\u00a0You can have a number of Gizmos equal to your Wisdom modifier (minimum of 1) at any time.\r\n\u00a0 \r\nAt 5th level, you can add one upgrade to your Gadget, or you can now create up to two Gizmos that you know the blueprint for when you take a long rest.\r\n\r\nAt 9th level, you can add an additional upgrade to your Gadget, or learn an additional Gizmo blueprint, and you can have a number of Gizmos equal to your half of your Charmsmith level + you Wisdom modifier (minimum of 1) at any time.\r\n\r\nAt 15th level, you can add an additional upgrade to your Gadget, or\u00a0learn an additional Gizmo blueprint, and you can now create up to three Gizmos that you know the blueprint for when you take a long rest.\r\n\r\nAt 20th level,\u00a0you can add an additional upgrade to your Gadget, or learn an additional Gizmo blueprint, and you can now create up to four Gizmos that you know the blueprint for when you take a long rest.\r\n\r\n[h2]Dismantle[\/h2]\r\nAt 3rd level, using your knowledge of machines, you can take an action to interact with a trap, lock, or construct within 5 feet of you. Make a Wisdom check based on Dungeon Master\u2019s discretion. On success, the object breaks and falls to pieces.\r\n\r\n[h2]Temporal Affinity[\/h2]\r\nAt 3rd level, once per long rest, you can give advantage or impose disadvantage on a saving throw, attack roll, or ability check. This can be done as a reaction.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.\r\n\r\n[h2]Statesman[\/h2]\r\nAt 5th level, you can have official documents and decrees made to your specifications. You are able to affect policy in your home city, and influence how things are run. Additionally, items purchased in your home city are 15% cheaper, and you are able to get 15% more gold when you sell things there.\r\n\r\n[h2]Cerebral Mastery[\/h2]\r\nAt 7th level, you regain one of each level spell slot on a short rest.\r\n\r\n[h2]City Planning[\/h2]\r\nAt 9th level, structures you design and build have increased durability and can incorporate magical defenses or utilities. Items purchased in your home city are 20% cheaper, and you are able to get 20% more gold when you sell things there. Additionally, you are paid an administrative salary by the city, and gain 2d20 gold per long rest.\r\n\r\n[h2]Empire Building[\/h2]\r\nAt 15th level, all items purchased are 25% cheaper, and you are able to get 25% more gold when you sell things. Additionally, you are paid a stipend from your home city for consulting on global affairs, and gain 1d100 gold per long rest.\r\n","subclass_options":"[h1]Craft Specializations[\/h1]\r\n[spoiler][h1]Auracraft[\/h1]\r\nAuracraft is the art of weaving spirit and energy into physical objects to increase their effectiveness. Charmsmiths who specialize in Auracraft gain the following benefits.\r\n\r\n[h2]Sharpening and Reinforcing[\/h2]\r\nAt 1st level, the Charmsmith can spend time out of combat to sharpen weapons and reinforce armor. Weapons that the Charmsmith works on deal one additional damage, and armor provides one additional armor class. The Charmsmith may sharpen and reinforce any amount of equipment, but it takes 20 minutes per piece of equipment, [color:#000000]and there must be a reasonable expectation of natural resources such as stones and leather or an appropriate amount of scrap.[\/color]\r\n\r\n[h2]Weapon Smith[\/h2]\r\nAt 1st level, the Charmsmith can create any basic simple or martial weapon. This requires one day per weapon, access to natural resources, and Smith\u2019s Tools.\r\n\r\n[h2]Armor Smith[\/h2]\r\nAt 1st level, the Charmsmith can create any basic light, medium, or heavy armor. This requires 6 hours per piece, access to natural resources, Smith\u2019s Tools, Weaver\u2019s Tools, and Leatherworker\u2019s Tools.\r\n\r\n[h2]Auracraft Soulflaring[\/h2]\r\nAt 1st level, once per turn in combat, the Charmsmith can use a bonus action to cast a Soulflare onto a piece of equipment they can see. The Charmsmith can have their Charmsmith level plus one in Soulflares active at a time.\r\n\r\nYou start with three Novice Soulflares known. You learn three Apprentice Soulflares at 6th level. Three Journeyman Soulflares at 10th level. Three Expert Soulflares at 14th level. Three Master Soulflares at 17th level.\r\n\r\n[aloud][h2]Awaken the Steelflame[\/h2]\r\nAuracraft - Novice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nA flame, equivalent in brightness to a torch, and the size of an apple springs from the charmsmith\u2019s hands onto a weapon in sight. The flame wraps around the weapon causing no damage to its wielder, but producing light. The wielder of the weapon can at any point choose to expend the soul flare to deal an additional 1d4 fire damage to anyone struck with the weapon. This only affects one attack, and the soulflare is gone.[\/aloud]\r\n\r\n[aloud][h2]Stoke Stitched Luck[\/h2]\r\nAuracraft - Novice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nGolden threads stream from the Charmsmith\u2019s fingers and weave themselves into a piece of armor or weapon in sight. If the target is a weapon the wielder of the weapon can at any point choose to expend the soul flare to gain advantage on their next attack roll. If the target is a piece of armor the person wearing the armor can choose to expend the Soulflare to give someone attacking them disadvantage. This only affects one attack, and the soulflare is gone.[\/aloud]\r\n\r\n[aloud][h2]Spirit Freeze[\/h2]\r\nAuracraft - Novice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nThe Charmsmith exhales a frigid breath that swirls into snowflakes that wrap around a weapon in sight. The wielder of the weapon can at any point choose to expend the Soulflare to deal an additional 1d4 cold damage to anyone struck with the weapon. Additionally, someone struck with this effect can\u2019t regain hit points until the start of the wielder\u2019s next turn. This only affects one attack, and the soulflare is gone.[\/aloud]\r\n\r\n[aloud][h2]Essence Shock[\/h2]\r\nAuracraft - Novice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nStatic electricity crackles around the Charmsmith\u2019s body collessing into small floating orbs that zoom to a piece of armor in sight, imbuing it with shimmering streaks of blue lightning. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to deal 1d4 lightning damage to the attacker. Additionally, someone struck with this effect must succeed on a Strength saving throw or be pushed up to 5 feet away from the wearer of the armor. This only affects one attack, and the soulflare is gone. This effect can be stacked. [u](This should be clarified, stacked as in one stack is used per hit, or all stacks consumed on hit?)[\/u][\/aloud]\r\n\r\n[aloud][h2]Burst of Violence[\/h2]\r\nAuracraft - Apprentice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nThe Charmsmith lets loose a huge below of loud red rage at a weapon in sight causing it to attack whoever it is closest to, within 5 feet. If the weapon targeted is being held by someone with a Strength higher than your Wisdom nothing happens. If their Strength is less than your Wisdom then the charmsmith makes an attack roll contested by the target\u2019s Strength (Athletics) check or Dexterity (Acrobatics) check. If the charmsmith succeeds the weapon flies from the target\u2019s hand and attacks them doing the weapon\u2019s damage halved, rounded up, and disarming them until they spend a bonus action to rearm.[\/aloud]\r\n\r\n[aloud][h2]Invoke the Witchstone[\/h2]\r\nAuracraft - Apprentice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nBlack dust erupts from the Charmsmith\u2019s pores to form a black cloud that swarms then settles on a piece of armor in sight. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to reduce incoming damage by 1d4. This only affects one attack, and the soulflare is gone. This effect can be stacked. [u](This should be clarified, stacked as in one stack is used per hit, or all stacks consumed on hit?)[\/u][\/aloud]\r\n\r\n[aloud][h2]Prismatic Chord[\/h2]\r\nAuracraft - Apprentice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n\r\nWater vapor in the air around the Charmsmith crystalizes with a high pitched ring then zooms to a piece of armor in sight, the crystals float around the piece in a protective pattern. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to gain resistance to one of the following damage types; Fire, Cold, Lightning, Poison, Acid. This only affects one attack, and the soulflare is gone.[\/aloud]\r\n\r\n[aloud][h2]Soul Starch[\/h2]\r\nAuracraft - Apprentice Soulflare\r\n\r\nCasting Time: 1 bonus action\r\n[br]\r\nRange: 60 feet\r\n[br]\r\nComponents: S\r\n[br]\r\nDuration: 2 minutes\r\n[br]\r\n\r\nWhite mist sprays from the Charmsmith\u2019s hands onto a piece of armor in sight, coating it in a hard outer shell. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to gain resistance to one of the following damage types; Bludgeoning, Piercing, Slashing, Thunder. This only affects one attack, and the soulflare is gone.[\/aloud]\r\n\r\n[h2]Ultimate Auracrafter[\/h2]\r\nAt 20th level, your skill with Soulflares is unrivaled. There is no limit to the number of Soulflares you can have active at a time, and they can be used twice before being expended. |Auracraft[\/spoiler]\r\n[spoiler][h1]Gadgeteer[\/h1]\r\nGadgeteers are master inventors who craft a wide array of unique gadgets, traps, and tools that provide tactical advantages in and out of combat. Their creations can be used to control the battlefield, protect allies, and disable foes. As they gain experience, they can upgrade their gadgets, making them more powerful and versatile.\r\n\r\n[h2]Novice Gadgeteer[\/h2]\r\nAt 1st level, you gain the ability to create both Gadgets and Gizmos:\r\n\r\n[b]Gadget Mastery[\/b]. Choose one Gadget from the Gadget list and an Upgrade Module to go with it. Gadgets are reusable items that provide various benefits and effects in and out of combat.\r\n[br]\r\n[b]Gizmo Crafter[\/b]. Learn the blueprints for two Gizmos. After finishing a long rest, you can create two Gizmos that you know the blueprint for provided you have the materials and Tinker's Tools to craft them. Gizmos are consumable items that provide situational but potent effects when used. You can have a number of Gizmos equal to your Charmsmith level + your Wisdom modifier at any time.\r\n\r\n[h2]Enhanced Gadgetry[\/h2]\r\nAt 6th level, your skills allow for further customization and expansion of your Gadgets. Choose to either enhance an existing Gadget with an upgrade module, improving its functionality or adding new features, or create a new Gadget from the Gadget list.\r\n\r\n[h2]Advanced Innovations[\/h2]\r\nAt 10th level, your expertise in creating both Gizmos and Gadgets grows:\r\n\r\n[b]Gadget Refinement[\/b]. Apply an additional upgrade to one of your existing Gadgets, further enhancing its capabilities.\r\n[br]\r\n[b]Advanced Gizmos[\/b]. Learn the blueprints for two new Gizmos. After finishing a long rest, you can now create three Gizmos you know the blueprints for.\r\n\r\n[h2]Gadget Expansion[\/h2]\r\nAt 14th level, your mastery over your creations reaches new heights:\r\n\r\n[b]Gadget Expansion[\/b]. Choose an additional Gadget from the Gadget list to add to your arsenal.\r\n[br]\r\n[b]Upgrade Module[\/b]. Apply an upgrade module to any Gadget, refining and enhancing its capabilities.\r\n\r\n[h2]Superior Innovations[\/h2]\r\nAt 17th level, your knowledge and creation skills are unmatched:\r\n\r\n[b]Gadget Enhancement[\/b]. Apply an additional upgrade to one of your existing Gadgets, further enhancing its capabilities.\r\n[br]\r\n[b]Superior Gizmos[\/b]. Learn the blueprints for two new Gizmos. After finishing a long rest, you can now create four Gizmos you know the blueprints for.\r\n\r\n[h2]Ultimate Gadgeteer[\/h2]\r\nAt 20th level, your skill with Gadgets is unrivaled:\r\n\r\n[b]Many Gadgets[\/b]. Choose an additional Gadget from the Gadget list to add to your arsenal.\r\n[br]\r\n[b]Double Upgrades[\/b]. Apply two upgrade modules to any Gadgets you possess, refining and enhancing their capabilities to their ultimate form.\r\n[br]\r\n[b]Many Gizmos[\/b]. There is no longer a limit to the number of Gizmos you can carry at a time. Weight restrictions still apply.\r\n\r\n[h1]Gadgets[\/h1]\r\n[block:1426965]\r\n[block:1427020]\r\n[block:1427112]\r\n[block:1427181]\r\n[block:1427186]\r\n[block:1427189]\r\n\r\n[h1]Gizmos[\/h1]\r\n[block:1427091]\r\n[block:1427097]\r\n[block:1427099]\r\n[block:1427103]\r\n[block:1427109]\r\n[block:1427101]\r\n[block:1427102]\r\n[block:1427059]\r\n[block:1427176]\r\n[block:1427088] |Gadgeteer[\/spoiler]\r\n[spoiler][h1]Contraptionist[\/h1]\r\nContraptionists specialize in creating upgradable mechanical familiars. They can make simple spy creatures or complex combat assistants. Advancements can enhance these familiars with sophisticated capabilities like flight, underwater exploration, or limited spellcasting.\r\n\r\n[h2]Repair[\/h2]\r\nYou may revive and or fully restore the hit points of one contraption, while out of combat with 15 minutes of uninterrupted time. You can use this effect a number of times equal to your Wisdom modifier (Minimum 1) each long rest. Addionally, at DM discretion, you may use this ability to repair any broken down machiney you may find to working order.\r\n\r\n[h2]Contraption Blueprint[\/h2]\r\nAt 1st level, choose your contraption template and select two Novice upgrades for your contraption.\r\n\r\n[h2]Advanced Modifications[\/h2]\r\nAt 6th level, choose an Apprentice upgrade for your contraption or select two additional Novice upgrades.\r\n\r\n[h2]Enhanced Engineering[\/h2]\r\nAt 10th level, choose a Journeyman upgrade for your contraption or select two Apprentice upgrades.\r\n\r\n[h2]Superior Enhancements[\/h2]\r\nAt 14th level, choose an Expert upgrade for your contraption or select two Journeyman upgrades.\r\n\r\n[h2]Mastercraft Refinement[\/h2]\r\nAt 17th level, choose a Master upgrade for your contraption or select two Expert upgrades.\r\n\r\n[h2]Dual Contraptions[\/h2]\r\nAt 20th level, choose an additional contraption template that can be active alongside your original contraption. You may select different upgrades for this new contraption. |Contraptionist[\/spoiler]\r\n[h1]Contraption Templates[\/h1]\r\n[block:1427065]\r\n[block:1427072]\r\n[block:1429922]\r\nSpider\r\n[br]\r\nFrog","table_data":"","source":"Homebrew","jsondata":"","tags":"Charmsmith, class, Craft Specialization, Auracraft, Gadgeteer, Contraptionist","isShared":"on","templateId":"5460","blockId":"1386186","world":"51fe3476-6fd9-4fc4-8faa-edcbc826b361","folder":"25395"}